-[] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[] Decline Unionists Deal (Will upset the Unionists)
-[] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)

Yea not feeling up to be being bribed to stop healing people for 10 year's they can take their deal and shove it up their arse.
 
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Over that same period of time about 2,400-4,000 people would have died in Mirn and the surrounding area due to a lack of medical care. Another 9,600-16,000 will die over the remaining period where we're not allowed to provide any form of medical assistance.
This assumes that we can develop the medical capacities to treat those people until then. I expect it takes several turns to train our own healers and we have to spend resources on other projects(soup kitchen/poor house) or to deal with the latest catastrophe.
The deal also only prevents us from operating any medical structure ourselves. We could fund anything the Healers or another Cult builds.

[X] Accept every deal.
 
-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
We wouldn't heal the people though or the mutant's who were trying to curry favor with
which I bet the other organizations wouldn't particularly feel generous enough to do anything for.
 
We wouldn't heal the people though or the mutant's who were trying to curry favor with
which I bet the other organizations wouldn't particularly feel generous enough to do anything for.
*shrug*
I'm simply pointing out that we have to deal with a post-apocalyptic Deathworld. There is a lot of suffering going around and we don't have the resources to deal with everything.
We can focus on healing people but that means fewer resources for soup kitchens and poor houses.

And I fully expect that we can work something out with the Healers, like financing a hospital for the poor, manned and run by them. The Unionists wouldn't like that but I can't imagine that they would complain about healers being paid for their work.
 
-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
I'm somewhat surprised people are that vehement against the Unionists Deal. Most plans until now focused on using Artefacts to advance our tech production or getting our food production going to make soup kitchens cheaper and to earn more Material.
People do know that insisting that we heal people means we have to spend our limited resources and actions on that instead of advancing tech, feeding the poor, or building shelters?
 
I guess we could take all the deals, for the Unionist one we could just break the deal after the Plague Engine if we need to do so.
 
I guess we could take all the deals, for the Unionist one we could just break the deal after the Plague Engine if we need to do so.
We made this group to help humanity not to get bribed at the first opportunity because it's convenient.
The thing is we have to deal with a post-apocalyptic Deathworld. The lack of healthcare is one of many, many problems and I'm not sure how well equipped we are to deal with that particular one.
I think supporting the Healers, who already have trained doctors, and doing stuff that prevents people from getting sick in the first place(healthy food and a roof over their heads) is more effective than us training our own doctors and playing politics against the Unionists.

Like, the deal with the Unionists prevents us from running hospitals/hospices but doesn't prevent us from working with the Healers. I suspect the Unionists don't want us running anything medical because they are Unionists, they think the Guild should control the supply of skilled medical professionals and healthcare.

Obviously, there are people that disagree, as seen with the Healers, but I think that is the part that limits the Unionists. The Healers are part of the Guild so the Unionists can't too openly work against them. I don't think the same would go for us.
 
Well that's easy, schism the healing guild and steal all their doctor's :V
More seriously yea I'm convinced, not much of a hospital are we
[X] Accept every deal.
 
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More seriously yea I'm convinced, not much of a hospital are we
I mean we could build one, but it would take work and something like 4-8 turns (1-2 years).
The only medical thing we can currently do is building more hospices; two more to be precise. That is important but more of a "make sure people don't die alone" thing than a "saving people's lives" thing.

Anything more needs trained doctors or we get into trouble with the city officials.
That is where the good news end, however, as the bureaucracy in Mirn seems to block all attempts to establish a hospice. You cannot fault them, seeing as the Pilgrims aren't trained as doctors.
Given that the spy training took two turns (6 months), I don't think we can start working on a hospital anytime sooner than a year.

That's actually something we should know IC.
@HeroCooky How long does it take for someone to be trained as a doctor? Or, how long did Seven studies before he was allowed to work as a Herbalist?
 
That's actually something we should know IC.
@HeroCooky How long does it take for someone to be trained as a doctor? Or, how long did Seven studies before he was allowed to work as a Herbalist?
It takes two years before anyone is given a license to work as a general doctor, three as a surgeon. Seven studied for one and a half years before completing his apprenticeship, though he is smarter than the average person.
 
It takes two years before anyone is given a license to work as a general doctor, three as a surgeon. Seven studied for one and a half years before completing his apprenticeship, though he is smarter than the average person.
So at least eight turns to train a few doctors, given that not everyone is cut out for the job and we would have to pay their teachers.
Herbalists skills would take just as long, assuming there doesn't need to be extra education as a doctor.:o

Yeah, it's going to be a loooong time until we can do anything involving medicine on our own. Financing and assisting the Healers are going to be more effective.

But, hmm...
You will no longer be able to operate any structures that offer healing in any way, shape, or form for ten years (40 turns) in exchange for additional 24% casualties reduction for an extra 4(four turns).
Does "offer healing" mean only public medical services? Or would this prevent us from building a hospital extension to the Tree of Knowledge for our own use?
 
Does "offer healing" mean only public medical services? Or would this prevent us from building a hospital extension to the Tree of Knowledge for our own use?
1. Yes.
2. No, as long as you pay the Union of Herbalists for doctors and surgeons.

The Unionists only care about being in control of the medical sector in Slatnan. Think american healtcare companies as a legal institution.
 
-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
Insert Tally
Adhoc vote count started by EyeOfSauron on Jun 7, 2020 at 10:53 AM, finished with 29 posts and 10 votes.

  • -[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
    -[X] Decline Unionists Deal (Will upset the Unionists)
    -[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
    -[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
    [X] Accept every deal.
    -[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
    -[X] Decline Unionists Deal (Will upset the Unionists)
    -[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
    -[X] Decline Bae Deal (No change)
 
-[X] Accept Herbalists Deal (-12% Casualties for 4(four) turns.)
-[X] Decline Unionists Deal (Will upset the Unionists)
-[X] Accept Base Deal (Union Deal is extended by one turn as long as you can pay)
-[X] Accept Healers Deal (-2% Casualties per turn until the crisis is over, unlocks special support/faith/diplomacy actions, Unionists are angry)
 
Oh well, the Unionists are going to be pissed.

Anyway, so one Learning action is going to be locked in for 8 turns. Hmm, should we start right now or first unlock another Learning action?
We probably need to pay for teachers too...
 
Oh well, the Unionists are going to be pissed.

Anyway, so one Learning action is going to be locked in for 8 turns. Hmm, should we start right now or first unlock another Learning action?
We probably need to pay for teachers too...
Did, did i miss something? Did i ghost-write an option into the update somewhere?

I can't find something that would lock learning for 8 turns. What are you referring to? I'm confused.
 
Oh wait. You are talking about the doctor-training. Yeah nah, you get that as a Union of Herbalists option. I am writing a piece on how "specialists" work, so just wait a day or three until i have it up.
 
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